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Messages - romullus

Pages: [1] 2 3 ... 481
1
[Max] Daily Builds / Re: CoronaDecals playground!
« on: Today at 10:40:45 »
How about vector displaced decal w/ light/emission material inside? Does that work?

Didn't try it myself, but i've heard that light material and self illumination are working with decals just fine. I wouldn't be too much surprised to find that vector displacement is possible too :]

2
[Max] Daily Builds / Re: CoronaDecals playground!
« on: Today at 10:37:34 »
Yes, decals are mapped with the same texture set as ground material, only displacement map is unique.

or you somehow made Corona to use only displacement channel?

There was loophole to do exactly that in the first build, but unfortunately it was fixed in the latest daily.

3
[Max] Daily Builds / Re: CoronaDecals playground!
« on: Yesterday at 22:12:17 »
Hopefully someone else will join the party - playing with decals is seriously fun :] Here's another one from me - lazy house. Just a box with bricks material and windows decals scattered on top. I was pleasantly surprised to find that even AO works with decals (dirt leaks under windows).

5
[Max] I need help! / Re: CoronaBlackWallWithSmudges
« on: Yesterday at 19:01:17 »
Hi,

Wrom what i see, there's probably not much more than solid dark colour in diffuse and some grunge texture in glossiness to bring variations to reflection.

6
When you type material name in search by name field in material/map browser, CoronaPhysical material does not appear in the list.

7
[Max] Daily Builds / Re: CoronaDecals playground!
« on: Yesterday at 15:19:42 »
All the footprints are decals scattered with Corona scatter. There's a thousand of them, lots of overlapping, yet no visible signs of artifacts from displacement. Performance drops quite significantly, but still stays at acceptable level.  So far, i'm impressed.

8
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-16, 10:44:23 »
C is how it was always supposed to look, if it does not, that means a bug got in at some point and we will fix it.
D would still be doable if requested

That's great news! I'm looking forward for displacement issues to be fixed and method D introduced when/if possible.

9
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-15, 20:08:47 »
if I understand it right as "the displacement from decal should be added on top of the original displacement, not replace it", that is very easy to do, and can be added as a mode

I think there's too much ambiguity in the words "on top" and "replace", so i draw some picture. What i, and i think many others, expected from decals, that it could work like in a, b and c examples. a - only decal is mapped, b - only target is mapped and c - both are mapped (i'm talking only about displacement here). Currently we have a and b, but not c.

I think some people also asked for d - where displacements are mathematically added through some blend modes. This can be useful in some cases, but i think it's not crucial to have it right now.

10
there is another problem [..]

There are enviroment overrides for direct, reflect and refract, there is also ray switch material. All the tools are already there to use different maps for lighting, reflections and background. Why would anyone want such frankenstein color correct map that you're proposing? That makes no sense to me.

11
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-14, 11:31:44 »
Yep, I tested everything well again, the fact that the displacements does not mix together removes half of the use cases, I am a little disappointed with that.

A logical option would be when the base layer displacement is ignored only at the place where the decal is overlaid, or giving some options like Only A, Only B, A+B

Wait, i was under impression that that's exactly how decals are working now, i.e. you can have displacement from both, target and projection surfaces, but it looks i was wrong and indeed you can only have displacement either from one or another, but not from both at the same time. That's a huge disappoitment :[ I hope it can be improved before release, otherwise i too find decals' usefulness pretty limited.

12
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-13, 19:10:26 »
One constraint I see is that when I gave it displacement (so it's popping out from the base surface) the base materials displacement is lost. In the same way as only 1 displacement is supported on Layered Material. I'm sure you're well aware of this.

In many cases this is desirable effect (you don't want that asphalt displacement would mix with manhole displacement, right?). An request for option to override some maps and at the same time retain others, is already requested and logged by the team for consideration.

13
No problem!

14
Here's the proof that sRGB switch is working as intended. Just remember that you need to look at RGB values, not at HSV, because for some strange reason Corona shows the former with respect to sRGB switch, but the latter are always displayed in linear.

15
Wow, i'm working with 3ds max for nearly two decades and never knew that's possible. Thanks PROH for the info!

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